freeslot
S_BM_WRECKER_DEAD1
S_BM_WRECKER_DEAD2
S_BM_WRECKER_DEAD3
S_BM_WRECKER_DEAD4
S_BM_WRECKER_DEAD5
S_BM_WRECKER_DEAD6
S_BM_WRECKER_DEAD7
S_BM_WRECKER_DEAD8
S_BM_WRECKER_DEAD9
S_BM_WRECKER_DEAD10
S_BM_WRECKER_DEAD11
S_BM_WRECKER_DEAD12
S_BM_WRECKER_DEAD13
S_BM_WRECKER_DEAD14
S_BM_WRECKER_DEAD15
S_BM_WRECKER_DEAD16
MT_BMWRECKERDIE
MT_BMWRECKERDIE1
MT_BMWRECKERDIE2
MT_BMWRECKERDIE3
MT_BMWRECKERDIE4
S_BMWRECKERDIE1
S_BMWRECKERDIE2
S_BMWRECKERDIE3
S_BMWRECKERDIE4
S_BMWRECKERDIE11
S_BMWRECKERDIE12
S_BMWRECKERDIE13
S_BMWRECKERDIE14

Object MT_BM_WRECKER
#$Name BM Wrecker
#$Sprite BMB1A1
MapThingNum = 951
SpawnState = S_BM_WRECKER_STAND
SpawnHealth = 8
SeeState = S_BM_WRECKER_FLOAT
SeeSound = sfx_None
ReactionTime = 16
AttackSound = sfx_None
PainState = S_BM_WRECKER_PAIN
PainChance = 200
PainSound = sfx_s22c
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_BM_WRECKER_DEAD1
XDeathState = S_BMWRECKERDIE1
DeathSound = sfx_s3kb4
Speed = 18*FRACUNIT
Radius = 46*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_s3k49
Flags = MF_BOSS|MF_SPECIAL|MF_BOUNCE
RaiseState = S_NULL

State S_BM_WRECKER_STAND
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 1
Action = A_Look
Var1 = 1
Var2 = 1
Next = S_BM_WRECKER_STAND

State S_BM_WRECKER_FLOAT
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 1
Action = A_CheckHealth
Var1 = 3
Var2 = S_BM_WRECKER_SUPERSTARTATTACK
Next = S_BM_WRECKER_STARTATTACK

State S_BM_WRECKER_RELOAD
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 10
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2
Next = S_BM_WRECKER_RELOAD1

State S_BM_WRECKER_RELOAD1
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|A
Duration = 5
Action = A_PlaySound
Var1 = sfx_s3k5c
Var2 = 0
Next = S_BM_WRECKER_RELOAD2

State S_BM_WRECKER_RELOAD2
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 20
Next = S_BM_WRECKER_RELOAD3

State S_BM_WRECKER_RELOAD3
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|A
Duration = 5
Action = A_PlaySound
Var1 = sfx_s3k5c
Var2 = 0
Next = S_BM_WRECKER_RELOAD4

State S_BM_WRECKER_RELOAD4
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 15
Next = S_BM_WRECKER_RELOAD5

State S_BM_WRECKER_RELOAD5
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|A
Duration = 5
Action = A_PlaySound
Var1 = sfx_s3k5c
Var2 = 0
Next = S_BM_WRECKER_RELOAD6

State S_BM_WRECKER_RELOAD6
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 10
Next = S_BM_WRECKER_RELOAD7

State S_BM_WRECKER_RELOAD7
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|A
Duration = 5
Action = A_PlaySound
Var1 = sfx_s3k5c
Var2 = 0
Next = S_BM_WRECKER_STAND

State S_BM_WRECKER_STARTATTACK
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = 15
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 2
Next = S_BM_WRECKER_FALLATATTACK

State S_BM_WRECKER_FALLATATTACK
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = -1
Action = A_PlaySound
Var1 = sfx_s3k51
Var2 = 0
Next = S_BM_WRECKER_FALLATATTACK

State S_BM_WRECKER_ATTACK
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = 90
Next = S_BM_WRECKER_FINISHATTACK

State S_BM_WRECKER_SUPERSTARTATTACK
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = 15
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 2
Next =  S_BM_WRECKER_SUPERATTACK

State S_BM_WRECKER_SUPERATTACK
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = 210
Next = S_BM_WRECKER_SUPERFINISHATTACK

State S_BM_WRECKER_SUPERFINISHATTACK
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = -1
Next = S_BM_WRECKER_SUPERFINISHATTACK

State S_BM_WRECKER_HOT
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = 10
Next = S_BM_WRECKER_RELOAD

State S_BM_WRECKER_FINISHATTACK
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = -1
Next = S_BM_WRECKER_FINISHATTACK

State S_BM_WRECKER_RANDOM1
SpriteName = SPR_BMB1
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Action = A_RandomState
Var1 = S_BM_WRECKER_ATTACK
Var2 = S_BM_WRECKER_HOT
Next = S_BM_WRECKER_ATTACK

State S_BM_WRECKER_PAIN
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 15
Action = A_Pain
Next = S_BM_WRECKER_STAND

State S_BM_WRECKER_DEAD1
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 1
Action A_Fall
Var1 = 0
Var2 = 0
Next = S_BM_WRECKER_DEAD2

State S_BM_WRECKER_DEAD2
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 0
Action A_PlaySound
Var1 = sfx_None
Var2 = 0
Next = S_BM_WRECKER_DEAD3

State S_BM_WRECKER_DEAD3
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD4

State S_BM_WRECKER_DEAD4
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD5

State S_BM_WRECKER_DEAD5
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD6

State S_BM_WRECKER_DEAD6
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD7

State S_BM_WRECKER_DEAD7
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD8

State S_BM_WRECKER_DEAD8
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD9

State S_BM_WRECKER_DEAD9
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD10

State S_BM_WRECKER_DEAD10
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD11

State S_BM_WRECKER_DEAD11
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD12

State S_BM_WRECKER_DEAD12
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD13

State S_BM_WRECKER_DEAD13
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 5
Action A_BossScream
Var1 = 1
Var2 = MT_BM_SONICMANIABOSSEXPLODE
Next = S_BM_WRECKER_DEAD14

State S_BM_WRECKER_DEAD14
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 0
Action A_PlaySound
Var1 = sfx_None
Var2 = 0
Next = S_BM_WRECKER_DEAD15

State S_BM_WRECKER_DEAD15
SpriteName = SPR_BMB1
SpriteFrame = A
Duration = 0
Action A_BossDeath
Var1 = 1000
Var2 = 0
Next = S_NULL

Thing MT_BMWRECKERDIE
MAPTHINGNUM = -1
SPAWNSTATE = S_BMWRECKERDIE1
SPAWNHEALTH = 0
REACTIONTIME = 8
RADIUS = 0
HEIGHT = 0
MASS = 100
FLAGS = MF_SPECIAL|MF_NOCLIPHEIGHT|MF_NOCLIP

State S_BMWRECKERDIE1
SpriteName = BMB1
SpriteFrame = C
Duration = 1
Action A_NapalmScatter
Var1 = MT_BMWRECKERDIE1+(1<<16)
Var2 = 128+(40<<16)
Next = S_BMWRECKERDIE2

State S_BMWRECKERDIE2
SpriteName = BMB1
SpriteFrame = D
Duration = 1
Action A_NapalmScatter
Var1 = MT_BMWRECKERDIE2+(1<<16)
Var2 = 96+(40<<16)
Next = S_BMWRECKERDIE3

State S_BMWRECKERDIE3
SpriteName = BMB1
SpriteFrame = E
Duration = 1
Action A_NapalmScatter
Var1 = MT_BMWRECKERDIE3+(1<<16)
Var2 = 64+(40<<16)
Next = S_BMWRECKERDIE4

State S_BMWRECKERDIE4
SpriteName = BMB1
SpriteFrame = F
Duration = 1
Action A_NapalmScatter
Var1 = MT_BMWRECKERDIE4+(1<<16)
Var2 = 32+(40<<16)
Next = S_NULL

Thing MT_BMWRECKERDIE1
MAPTHINGNUM = -1
SPAWNSTATE = S_BMWRECKERDIE11
SPAWNHEALTH = 0
REACTIONTIME = 8
RADIUS = 0
HEIGHT = 0
MASS = 100
FLAGS = MF_SPECIAL|MF_NOCLIPHEIGHT|MF_NOCLIP

State S_BMWRECKERDIE11
SpriteName = BMB1
SpriteFrame = C
Duration = 70
Next = S_NULL

Thing MT_BMWRECKERDIE2
MAPTHINGNUM = -1
SPAWNSTATE = S_BMWRECKERDIE12
SPAWNHEALTH = 0
REACTIONTIME = 8
RADIUS = 0
HEIGHT = 0
MASS = 100
FLAGS = MF_SPECIAL|MF_NOCLIPHEIGHT|MF_NOCLIP

State S_BMWRECKERDIE12
SpriteName = BMB1
SpriteFrame = D
Duration = 70
Next = S_NULL

Thing MT_BMWRECKERDIE3
MAPTHINGNUM = -1
SPAWNSTATE = S_BMWRECKERDIE13
SPAWNHEALTH = 0
REACTIONTIME = 8
RADIUS = 0
HEIGHT = 0
MASS = 100
FLAGS = MF_SPECIAL|MF_NOCLIPHEIGHT|MF_NOCLIP

State S_BMWRECKERDIE13
SpriteName = BMB1
SpriteFrame = E
Duration = 70
Next = S_NULL

Thing MT_BMWRECKERDIE4
MAPTHINGNUM = -1
SPAWNSTATE = S_BMWRECKERDIE14
SPAWNHEALTH = 0
REACTIONTIME = 8
RADIUS = 0
HEIGHT = 0
MASS = 100
FLAGS = MF_SPECIAL|MF_NOCLIPHEIGHT|MF_NOCLIP

State S_BMWRECKERDIE14
SpriteName = BMB1
SpriteFrame = F
Duration = 70
Next = S_NULL